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Preparing Students for a Fulfilled Lifelong Experience
Industry and UniversityPartners in Delivering Lifelong Learning
Dr. Chris Coughlanadj. Prof. Dept. of Management, NUI, Galway
Hewlett-Packard, Galway
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To enable a successful partnership with Industry Universities must be capable of:
“creating lifelong learning content and environments for people to compete in today’s and tomorrow's world”
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Understand the Challenges faced by Industry
constant change accelerating innovation increased competitiveness application of technology global markets – global competition decline in long established industry convergence and emergence of 2nd wave .com’s general worldwide economic uncertainty
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To successfully address these industry challenges universities must base the design of their lifelong learning deliverables in the context of:
the emerging and driving characteristics of the knowledge and digital economy
Student and Employee Enablers“for creating lifelong learning content and
environments for people to compete in today’s and tomorrow's world”
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The Seven Enabling and Driving C’s
• Catch-up • Creativity• Change• Connectivity• Complexity• Commerciality• Convergence
Equally relevant to Universities as well as Industry
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Catch-up
University Lag - Industry LeadOld Order V’s New Order
“change in economics has been reluctant and reluctantly accepted. Those who benefit from the status quo resist change, as do economists who have a vested interest in what has always been taught and believed.”
- John Kenneth Galbraith
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“The best ideas are not formed in the boardrooms, but in the minds of creative entrepreneurs who do not perceive the future in terms of preserving the status quo” - Denise Caruso
“Future paradigm shifts can often be seen in new technology or opportunities, but the outcome of the shift is often dependent on the creative application of technology”
- Morris and Brandon, “Reengineering your Business”
Creativity – Driving Innovation
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Change – the Three Waves and beyond?
• Wave 1 – agricultural “picks”
• Wave 2 - industrial “bricks”
• Wave 3 – digital “clicks”
• Wave 4 - ?
• Wave 5 - ?
MILD FUTURE “STUFF”
WILD FUTURE
“STUFF”
The Past Considered – The Present Understood – The Future Anticipated
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Change – Technology
The innovative use of Digital Technology and Information are fundamentally changing the traditional educational
and industry landscape
Moore’s Law
“The performance of semiconductor ‘chip’ technology in speed and density as measured against its price doubles every eighteen months”
- Gordon Moore, Chairman, Intel Corp.
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“When you feel the winds of change, build a windmill, not a windbreak”- Mao Tse-Tung
“When change is inevitable, you must spot it, embrace it and find ways to make it work for you”
- Bill Gates, Microsoft Corp.
Change - Old and New E-Conomists
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Connectivity between business partners, suppliers and users, blurs relationships and processes and transforms traditional supply and value-chains - they become Value-Webs.
Connectivity between university, industry, employees, lecturers become less defined and blurs relationships, boundaries and processes and transforms traditional learning relationships
Throw out everything you know! Compete and Collaborate
Customers become Partners Partners become Competitors New Channels Emerge New Business and Educational Models Evolve
Connectivity - New Relationship Paradigms
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Connectivity - Technology
Metcalf’s Law“ The value of a network is proportional to
the number of users squared” - Bob Metcalf, Inventor of the
Ethernet
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Advertiser
Financing
ShoppingService
ShoppingService
LocalRetailer
Financing
ShoppingService
Manufacturer
Channels
Manufacturer
ChannelsChannels
Manufacturer
CustomerService
Connectivity - Customer Centric & ControlConnectivity - Customer Centric & Control
Customer becomes part of the Supply-Chain
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The Democratization of InformationToday’s consumers and students are efficient at
finding information, products and services faster than traditional means
“In-Forming”Build and supply your own personal supply-chain
with information, knowledge, entertainment, training, learning, buying, selling and community
Digitizing the Value and Educational Supply-Chain
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Complexity - The Nine Economies
Wave Interactions - Three Main Economies - Six Hybrid Economies
• agricultural agriculture
• industrial industrial
• digital digital
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Complexity
Increasing complexity both on the demand and supply side of the value-chain of companies and industries
Chaos or “Butterfly Effect”A ripple at one end of the value-chain can trigger a tidal wave at the
other end
“The more complex the value-chain the more potential its volatility”“managing the organisation under the traditional model is just like
trying to complete a complex jigsaw puzzle without having the picture on the box in front of you”
- Martin
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Commerciality
How many companies founded?How many jobs created?How much revenue/wealth created?How many new products, services and processe’s
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Convergence - Industry
1987 2000
Broadcast &Motion PictureIndustry
ComputerIndustry
Print &PublishingIndustry
Media Lab, MIT
Convergence of diverse industries, diverse marketplaces, diverse technologies, diverse social groups, diverse concepts drives change and transformation and creates emergent
possibilities
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Convergence - - Marketplace
Manufacture at Point of Delivery
Production Consumer
point of production point of consumption
back office front office
Prosumer SocietyProsumer Society
Architecture of Participationtechnology and systems designed to produce not just to consume
University Industry
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The Knowledge and Digital Economy - Unstoppable Enterprise
Destabliser and Enabler that:Eliminates barriers of entry barriers of time barriers of geography barriers of physical productChanges selection process pricing model order and delivery process
Now = Zero Latency X 24 X 7 X 365 X 7Now = Zero Latency X 24 X 7 X 365 X 7
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The Knowledge and Digital Economy - Unstoppable Enterprise
Time Compression Time Acceleration Internet Time (e.g. eBay) Real Time Marketing Real Time Configuration Real Time Pricing Real Time Trading Real Time Delivery
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ConclusionEarn a Living to Learn a Living
Be prepared for the Nintendo Generation of Today
They are the Learners, Decision Makers and Users of Tomorrow
Young people learn in audio soundbytes and video clips. This orientation will continue throughout their lives, meaning they will assimulate information most effectively in electronic format, very different from today’s generation
Place to Space in 3D Virtual Worlds Plug and play generation
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Conclusion The New Learning Principles
Local to Global
Set Time to “On Demand” “ANYTIME”“ANYONE”
“ANYWHERE”
“ANYCHOICE”
Content
&
Course
Bro
adca
st to
Per
sona
lca t
ch
Learners Contro
l and Value-add
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Chris CoughlanChris Coughlan
“The Empires of the Future are the Empires of the Mind”- Winston Churchill